
uniform sampler2DRect scene;
uniform sampler2DRect blurredScene;
uniform float SceneIntensity;
uniform float GlowIntensity;
uniform float HighlightIntensity;

void main ()
{
	vec4 sceneC = texture2DRect(scene, gl_TexCoord[0].st);
	vec4 blurC = texture2DRect(blurredScene, vec2(gl_TexCoord[0].s*0.25 , gl_TexCoord[0].t*0.25 ));
	
	gl_FragColor =  SceneIntensity*sceneC + GlowIntensity*blurC + HighlightIntensity*blurC.a;
	//gl_FragColor = pow(sceneC,2.0);
}